////////////////////////////////////////////// /// 2DxFX - 2D SPRITE FX - by VETASOFT 2016 // /// http://unity3D.vetasoft.com/ // ////////////////////////////////////////////// Shader "2DxFX/AL/Fire" { Properties { [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} [HideInInspector] _MainTex2("Pattern (RGB)", 2D) = "white" {} [HideInInspector] _Alpha("Alpha", Range(0,1)) = 1.0 [HideInInspector] _Color("Tint", Color) = (1,1,1,1) [HideInInspector] _Value1("_Value1", Range(0,1)) = 0 [HideInInspector] _Value2("_Value2", Range(0,1)) = 0 [HideInInspector] _Value3("_Value3", Range(0,1)) = 0 [HideInInspector] _Value4("_Value4", Range(0,1)) = 0 [HideInInspector] _Value5("_Value5", Range(0,1)) = 0 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 0 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector]_BlendOp("_BlendOp",Float) = 0 [HideInInspector]_Z("_Z", Float) = 0 } SubShader { Tags { "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True" } Cull Off Lighting Off ZWrite[_Z] BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma surface surf Lambert vertex:vert nofog keepalpha addshadow fullforwardshadows #pragma target 3.0 sampler2D _MainTex; sampler2D _MainTex2; float4 _Color; float _Alpha; float _Value1; float _Value2; float _Value3; float _Value4; float _Value5; struct Input { float2 uv_MainTex; float4 color; }; void vert(inout appdata_full v, out Input o) { v.vertex = UnityPixelSnap(v.vertex); UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color * _Color; } void surf(Input IN, inout SurfaceOutput o) { float speed = _Value1; float2 uv = IN.uv_MainTex; uv += float2(0,0); uv /= 8; uv /= 1.4; uv -= float2(-0.022,-0.022); float tm = _Time; uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8; uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8); float4 t2 = tex2D(_MainTex2, uv); uv = IN.uv_MainTex; uv /= 8; uv += float2(-0.05,0); tm += 0.2; uv /= 1.4; uv -= float2(-0.022,-0.022); uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8; uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8); t2 += tex2D(_MainTex2, uv); uv = IN.uv_MainTex; uv /= 8; uv += float2(-0.025,-0.02); tm += 0.4; uv /= 1.4; uv -= float2(-0.022,-0.022); uv.x += floor(fmod(tm*speed, 1.0) * 8) / 8; uv.y += (1 - floor(fmod(tm*speed / 8, 1.0) * 8) / 8); t2 += tex2D(_MainTex2, uv); float4 t = tex2D(_MainTex, IN.uv_MainTex + float2(t2.r / 64,t2.r / 64))*IN.color; t2.a = t.a*t2.r; t.rgb = t2*_Value2; float4 c = float4(t.rgb,t.a*t2.r*(1 - _Alpha)); o.Albedo = c.rgb * c.a; o.Alpha = c.a; clip(o.Alpha - 0.05); } ENDCG } Fallback "Transparent/VertexLit" }